Questions in topic: "car race"http://answers.unity.com/questions/topics/single/119877.html
The latest questions for the topic "car race"Car physics without wheel colliders? I've been trying for ages.http://answers.unity.com/questions/1733111/car-physics-without-wheel-colliders-ive-been-tryin.html
I'm beginning to think that theres something wrong with the car model I've made, since I've tried numerous tutorials how to set up car physics with wheel colliders but to no avial. My car model immediately starts to swing on its x-axis and balance itself upright on its front bumper for no apparent reason.
I want to write a c# script that basically mimics the movement of a driving car for my car prefab. No wheel movement or anything fancy. I have no experience with c# coding, but need this achchieved for an enviroment design class. Would anyone be so kind to lend me a hand with this? Thanks.wheelcollidercar physicswheel collidercar-tutorialcar raceThu, 21 May 2020 00:27:56 GMTunity_2003el612003fy9Car keeps moving even after releasing the gas buttonhttp://answers.unity.com/questions/1722909/car-keeps-moving-even-after-releasing-the-gas-butt.html
Hello everyone,
I am using wheel colliders to move the car. When i press gas button the moves and it keep moving even i have released the button. Also it turns right when it is moving forward. Please help, I am new to Unity.![alt text][1]
[1]: /storage/temp/157705-screenshot-40.pngcar gamecar physicscar racecar tutorialTue, 28 Apr 2020 13:41:34 GMTskylinetechnologiespakAI car does not move anymore?http://answers.unity.com/questions/1711275/ai-car-does-not-move-anymore.html
Hey so I am making a basic car racing game in. All I have right now is a track, a mini map, a player car and an AI car which follows a set of way points around the track. Yesterday I put in a few lines of code to get the value of the player car's speed (just a numerical reading, not making a needle speedometer). Now as soon as my game starts the speedometer works fine but the AI car is just stuck at the starting position now (the player car works fine). The wheels still spin (smoke particle effect is visible) but the car does not move. Here is the portion of my code (P.S both of the cars which i am using are taken from the "Standard Assets" package of Unity)
private void CapSpeed()
{
float speed = m_Rigidbody.velocity.magnitude;
switch (m_SpeedType)
{
case SpeedType.MPH:
speed *= 2.23693629f;
SpeedDisplay.GetComponent<Text>().text = speed.ToString();
if (speed > m_Topspeed)
m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized;
break;
case SpeedType.KPH:
speed *= 3.6f;
SpeedDisplay.GetComponent<Text>().text = speed.ToString();
if (speed > m_Topspeed)
m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized;
break;
}aicar gamecar raceThu, 26 Mar 2020 14:07:30 GMTgcheema2My android car Racing game not gone to backward and forward by mobile joystick my is there,My Android car racing game not gone backward and forward by mobile joystick my code is there?http://answers.unity.com/questions/1639332/my-android-car-racing-game-not-gone-to-backward-an.html
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityStandardAssets.CrossPlatformInput;
public class pak : MonoBehaviour
{ public Text TxtSpeed;
public WheelCollider front_left;
public WheelCollider front_right;
public WheelCollider back_left;
public WheelCollider back_right;
public Transform FL;
public Transform FR;
public Transform BL;
public Transform BR;
public float Torque;
public float Speed;
public float MaxSpeed=100f;
public int Brake = 10000;
public bool Freinage = false;
public float CoefAcceleration = 3f;
public float CoefBrake=100;
public float WheelAngleMax = 10f;
public float DAMax = 40f;
public GameObject BackLight;
void Start()
{
GetComponent<Rigidbody>().centerOfMass = new Vector3(0f, -0.9f, 0.2f);
}
void Update()
{
Speed = GetComponent<Rigidbody>().velocity.magnitude * 3.6f;
if (CrossPlatformInputManager.GetAxis("Horizontal") > 0 && (Speed < MaxSpeed))
{ if (!Freinage)
{
Debug.Log("Acceleration");
front_left.brakeTorque = 0;
front_right.brakeTorque = 0;
back_left.brakeTorque = 0;
back_right.brakeTorque = 0;
back_left.motorTorque = CrossPlatformInputManager.GetAxis("vertical") * Torque * CoefAcceleration * Time.deltaTime;
back_right.motorTorque = CrossPlatformInputManager.GetAxis("vertical") * Torque * CoefAcceleration * Time.deltaTime;
}
}
if (CrossPlatformInputManager.GetAxis("Horizontal") == 0 && !Freinage || Speed > MaxSpeed)
{ if (GetComponent<Rigidbody>().velocity.y > 0 || Speed > MaxSpeed)
{
back_left.motorTorque = -1000;
back_right.motorTorque = -1000;
}
else
{
back_left.motorTorque = 5000;
back_right.motorTorque = 5000;
}
}
if(CrossPlatformInputManager.GetButton("jump"))
{ BackLight.SetActive(true);
Freinage = true;
front_left.brakeTorque = Mathf.Infinity;
front_right.brakeTorque = Mathf.Infinity;
back_left.brakeTorque = Mathf.Infinity;
back_right.brakeTorque = Mathf.Infinity;
back_left.motorTorque = 0;
back_right.motorTorque = 0;
}
else
{ Freinage = false;
BackLight.SetActive(false);
}
if (CrossPlatformInputManager.GetAxis("Horizontal") < 0)
{ Debug.Log("Marche Arrirer");
front_left.brakeTorque = 0;
front_right.brakeTorque = 0;
back_left.brakeTorque = 0;
back_right.brakeTorque = 0;
back_left.motorTorque = CrossPlatformInputManager.GetAxis("vertical") * Torque * CoefAcceleration * Time.deltaTime;
back_right.motorTorque = CrossPlatformInputManager.GetAxis("vertical") * Torque * CoefAcceleration * Time.deltaTime;
}
//Direction
float DA = (((WheelAngleMax - DAMax) /MaxSpeed)) * Speed + DAMax;
front_left.steerAngle = CrossPlatformInputManager.GetAxis("Horizontal") * DA;
front_right.steerAngle = CrossPlatformInputManager.GetAxis("Horizontal") * DA;
//Rotation
FL.Rotate(front_left.rpm / 60 * 360 * Time.deltaTime, 0, 0);
FR.Rotate(front_left.rpm / 60 * 360 * Time.deltaTime, 0, 0);
BL.Rotate(front_left.rpm / 60 * 360 * Time.deltaTime, 0, 0);
BR.Rotate(front_left.rpm / 60 * 360 * Time.deltaTime, 0, 0);
//SteerAngle
FL.localEulerAngles = new Vector3(FL.localEulerAngles.x, front_left.steerAngle - FL.localEulerAngles.z, FL.localEulerAngles.z);
FR.localEulerAngles = new Vector3(FL.localEulerAngles.x, front_left.steerAngle - FL.localEulerAngles.z, FL.localEulerAngles.z);
}
}mobilejoystickcar gamecross-platformcar raceMon, 10 Jun 2019 09:02:02 GMTguiasahibjbDestroyed car styled need for speed?http://answers.unity.com/questions/1541021/destroyed-car-styled-need-for-speed.html
Hello! I tell them that I continue with my car project and I need to make the car when it hits a lot of speed fly out and that a sign appears that says "destroyed" with a camera that follows the car already "destroyed" (style need for speed).
if someone has a comment ides! thank you very much to all!carcar gamecar physicscar raceSat, 11 Aug 2018 14:11:14 GMTel-mas-pro-470waypoint car is skidding off the road,Waypoint car from standard asset is skidding off the road.http://answers.unity.com/questions/1525354/waypoint-car-is-skidding-off-the-roadwaypoint-car.html
The waypoint car from the standard asset is skidding off the road after i wrote that script to guide the car .. Please need help
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Dreamcar01Track : MonoBehaviour {
public GameObject TheMarker;
public GameObject Mark01;
public GameObject Mark02;
public GameObject Mark03;
public GameObject Mark04;
public GameObject Mark05;
public GameObject Mark06;
public GameObject Mark07;
public GameObject Mark08;
public GameObject Mark09;
public int MarkTracker;
void Update () {
if (MarkTracker == 0) {
TheMarker.transform.position = Mark01.transform.position;
}
if (MarkTracker == 1) {
TheMarker.transform.position = Mark02.transform.position;
}
if (MarkTracker == 2) {
TheMarker.transform.position = Mark03.transform.position;
}
if (MarkTracker == 3) {
TheMarker.transform.position = Mark04.transform.position;
}
if (MarkTracker == 4) {
TheMarker.transform.position = Mark05.transform.position;
}
if (MarkTracker == 5) {
TheMarker.transform.position = Mark06.transform.position;
}
if (MarkTracker == 6) {
TheMarker.transform.position = Mark07.transform.position;
}
if (MarkTracker == 7) {
TheMarker.transform.position = Mark08.transform.position;
}
if (MarkTracker == 8) {
TheMarker.transform.position = Mark09.transform.position;
}
}
IEnumerator OnTriggerEnter(Collider collision) {
if (collision.gameObject.tag == "Dreamcar01") {
this.GetComponent<BoxCollider> ().enabled = false;
MarkTracker += 1;
if (MarkTracker == 9) {
MarkTracker = 0;
}
yield return new WaitForSeconds (1);
this.GetComponent<BoxCollider> ().enabled = true;
}
}
}
,Am trying to develop a car racing game for my project at school, the car waypoint from the standard asset is skidding off the road after i wrote this waypoint script to guide the car... i need help to allow the car follow the waypoint track.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Dreamcar01Track : MonoBehaviour {
public GameObject TheMarker;
public GameObject Mark01;
public GameObject Mark02;
public GameObject Mark03;
public GameObject Mark04;
public GameObject Mark05;
public GameObject Mark06;
public GameObject Mark07;
public GameObject Mark08;
public GameObject Mark09;
public int MarkTracker;
void Update () {
if (MarkTracker == 0) {
TheMarker.transform.position = Mark01.transform.position;
}
if (MarkTracker == 1) {
TheMarker.transform.position = Mark02.transform.position;
}
if (MarkTracker == 2) {
TheMarker.transform.position = Mark03.transform.position;
}
if (MarkTracker == 3) {
TheMarker.transform.position = Mark04.transform.position;
}
if (MarkTracker == 4) {
TheMarker.transform.position = Mark05.transform.position;
}
if (MarkTracker == 5) {
TheMarker.transform.position = Mark06.transform.position;
}
if (MarkTracker == 6) {
TheMarker.transform.position = Mark07.transform.position;
}
if (MarkTracker == 7) {
TheMarker.transform.position = Mark08.transform.position;
}
if (MarkTracker == 8) {
TheMarker.transform.position = Mark09.transform.position;
}
}
IEnumerator OnTriggerEnter(Collider collision) {
if (collision.gameObject.tag == "Dreamcar01") {
this.GetComponent<BoxCollider> ().enabled = false;
MarkTracker += 1;
if (MarkTracker == 9) {
MarkTracker = 0;
}
yield return new WaitForSeconds (1);
this.GetComponent<BoxCollider> ().enabled = true;
}
}
}standard assetswaypoint systemcar raceWed, 04 Jul 2018 12:31:49 GMTmajelaSpeedometer rotation problemhttp://answers.unity.com/questions/1523244/speedometer-rotation-problem.html
Hello everybody. I am making a mobile car game, I would like to move the needle in the speedometer from 0 position to 180 position; representing the rotation of my phone . All what matter is to rotate the needle when the mobile rotate. Not necessary to represent the exact angle that the mobile rotated.All i need is the visual feedback, when start rotating the mobile clockwise, the needle should rotate clockwise, and vice versa when anticlockwise.
I got z rotation angle for the needle when pointing on 0, then the rotation angle when pointing on maximum value. and made a LERP between them, but the needle does not rotate ,here is the code:-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotationControl : MonoBehaviour
{
static float minAnlge = -43.0F;
static float maxAngle = 222.0F;
static RotationControl thisSpeedo;
// Use this for initialization
void Start()
{
thisSpeedo = this;
}
void Update()
{
//float ang = Mathf.LerpAngle(minAnlge, maxAngle, Time.time);
//thisSpeedo.transform.Rotate (0, 0, ang);
float z = Input.acceleration.x;
for (float ang=-43;ang <= 222; ang = Mathf.LerpAngle(minAnlge, maxAngle, Time.time)
)
{
// if (z > 0)
// {
thisSpeedo.transform.eulerAngles = new Vector3 (0, 0, ang);
//}
//else if (z<0)
// {
// thisSpeedo.transform.Rotate(0, 0, -ang);
// }
}
}
}car gamespeedometercar raceThu, 28 Jun 2018 17:20:03 GMTm0mohy92Pursuit Car AI that follows target on the trackhttp://answers.unity.com/questions/1479331/pursuit-car-ai-that-follows-target-on-the-track.html
Hello. I have an issue with a pursuit AI system. So I have a police car (AI controlled) that should follow the player while the player is racing in a circuit-like track. I am using the standard asset Car AI for the police, with the target being the transform of the player car. The circuit is built as a terrain with a drivable course on it. ![alt text][1]
I described my issue with an image. So the blue dots represent the police units, and the green and orange dots racer cars in 2 possible scenarios when it comes to position relative to the pursuing cop car. For the orange racer, the standard asset Car AI does a good job since the cop follows the orange car in a straight line, however for the 2nd scenario (green racer), if the cop car is behind a turn, it will try to go straight to the racer and crash/get out of the track.
Can someone tell me some way to modify the standard Asset car AI (preferably) to allow it to stay on track while pursuing a racer? From what i've seen, pathfinding should be a thing, but i couldn't find any good asset for it that can handle vehicle steering nor any tutorials about achieving this, and implementing my own pathfinding system that can handle this car ai controller seems quite huge.
[1]: https://i.imgur.com/rdQ4yFv.pngaicar physicscar raceMon, 12 Mar 2018 13:06:32 GMTFedaYkinGNavmeshAgent and NavmeshObstacle and Bake don't work with AICarhttp://answers.unity.com/questions/1411995/navmeshagent-and-navmeshobstacle-and-bake-dont-wor.html
Hello, i have an AI Car in a terrain the car should avoid a cube and arrive to another cube. Te AI Car has a navemesh agent with all values default and the obstacle an navmesh obstacle with all values at default, the bake is only on the terrain with all values at default. The car goes to the destination but does not avoid de obstacle and it's seems that breaks before the destination but steering to one side as if it wants to get another destination when arriving to the only destination.
The same as if i have a circuit with the first point of the circuit. The problem it seems to appears when i apply the bake on the terrain as if the terrain breaks the vehicle apart of it's braking action.
If i do the same action with a cilinder it works but not with AICar.
Hope you can help me. Thanks a lot!navmeshnavmeshagentnavigationobstacle avoidancecar raceMon, 25 Sep 2017 17:48:12 GMTAGENT_GAMERTilting car on two wheelshttp://answers.unity.com/questions/1336089/tilting-car-on-two-wheels.html
Hi there. hope you all are doing good. I was working on a car game and my car has RCC. I want to do a stunt with my car and it is to drive my car on two wheels ([FrontLeft & RearLeft] OR [FrontRight & RearRight]). I'm using RCC for the first time and want to know if there is a easy way to implement this thing through RCC. I want kind of this result.
![alt text][1]
Thanks.
[1]: /storage/temp/91630-capture.pngcar gamecarscar physicstiltingcar raceFri, 07 Apr 2017 11:12:36 GMTmeMUmarA game like Need For Speed?http://answers.unity.com/questions/1324149/a-game-like-need-for-speed.html
I want to develop a racing game with controls and gameplay similar to that of Need For Speed/Forza / other AAA racing titles. Is it possible to achieve that with the Unity Engine?
If so.. where do i start, where is a good place to learn?
from "a game like nfs" i mean - the car should handle , drift and accelerate like that.
I have created a basic car controller script which accelerates the car and changes gears pretty well... but it doesn't drift or turn nicely, i need it to drift when i tap the brakes - like cars in nfs do.
(i am not posting the code, as it is very unoptimized, has got tons of variables and functions, and would completely piss you off.Nevertheless, it is very basic.. no magic!!)
Thanks. :)carturningcar physicsracing gamecar raceSun, 12 Mar 2017 22:30:01 GMTAnupamSahuCan i Give elivation to car(to fly) using RCC V2 unityhttp://answers.unity.com/questions/1308217/can-i-give-elivation-to-carto-fly-using-rcc-v2-uni.html
I am using Realistic Car Controller v2 to create a Flying Car game.
I want to give some elevation to the car as it speeds up, so that i could fly.
but unfortunately i could not find exactly where should i do that in the CarControllerScript.
I can fly that with a separate script but it did not look Realistic.
I have also tried changing these lines in the CarControllerScript as shown in the ScreenShot.
This is my first car game, i would really appreciate if someone can help me or guide me, Thank you![alt text][1]
[1]: /storage/temp/87255-capture.pngunity5car gamecar physicscar raceFri, 03 Feb 2017 20:59:31 GMThaseeb1009how to do car ai?http://answers.unity.com/questions/1302967/how-to-do-car-ai.html
Hi,
By using waypoints i did car ai. it working fine only. but the ai car completely indipendent from the player car. i need to do ai car should go by considering player car .
how can i do?
thank youaicarcar raceMon, 23 Jan 2017 16:30:27 GMTgoutham12how to do car ranking system on finish linehttp://answers.unity.com/questions/1229790/how-to-do-car-ranking-system-on-finish-line.html
i am making a car game.
i have completed all the things but stuck in ranking system.All i want is when the player hits the finish line collider , then it will display a panel on which all the ranking of four cars are written. thanks.car raceTue, 16 Aug 2016 05:13:56 GMTsohail11330drift car using rigidbodyhttp://answers.unity.com/questions/1068399/drift-car-using-rigidbody.html
I want to create drift style for my car like **Asphalt 8 or Mario Kart 8**, but I don't know how to do it. I want to control it by rigidbody.AddForce or rigidbody.velocity. Could anyone share any functions or scripts about it?
I am using Unity 5.1carcar gamecar physicscar-tutorialcar raceFri, 18 Sep 2015 04:23:33 GMTReaksmey-RtCannot make initial speed for the Player car using AIDriverToolkithttp://answers.unity.com/questions/823089/cannot-make-initial-speed-for-the-player-car-using.html
i make a car race using AIDriverToolkit plugin i need the car to walk automatically with initial speed not need to press up key to let the player just rotate .
i try to do it by replace the behavior of `Input.GetAxis("Vertical")`
to 1 and put it in Update method but it doesn't work.
i try to change the dimension of it using
this.transform.position = new Vector3(transform.position.x , transform.position.y , transform.position.z + .1f );
but i think it is not the best practice.
thanks in advance for any solution.aicar gameracecar raceMon, 03 Nov 2014 10:07:36 GMTSameh MohamedAI car script to follow a trackhttp://answers.unity.com/questions/657707/ai-car-script-to-follow-a-track.html
Hello, I'm looking for a way to make another car that im not controlling race along a track i have made beside me. I have a car model and everything but don't know if i need a script or asset to allow another car to follow points across the track. Also a way to do a finish line or get something to say current lap/max laps and go up when going through a gate of sorts. Anyone of these will help greatly! Thank you!aicarscar raceFri, 07 Mar 2014 12:24:37 GMTCopperIronscript carhttp://answers.unity.com/questions/634618/script-car.html
I made a racing game after this video http://www.youtube.com/watch?v=dZ_5ruoVkG0 and the car when take curve car overturns like in the video How do I fix this problem?errorcarcar raceSat, 08 Feb 2014 08:00:52 GMTyoalinmotoError car gamehttp://answers.unity.com/questions/633791/error-car-game.html
I made a racing game after this video http://www.youtube.com/watch?v=dZ_5ruoVkG0 and the car when take curve car overturns like in the video
How do I fix this problem?errorcar gamecarscar raceFri, 07 Feb 2014 03:23:04 GMTyoalinmotoUnity sensor for car racinghttp://answers.unity.com/questions/579200/unity-sensor-for-car-racing.html
Hi all,
I'm making a car racing game (for android device), and now I need to control the car turn left or right by sensor. How can I do it. Thanks.gravitysensorcar raceWed, 20 Nov 2013 01:28:04 GMTminhthinhhow to make unlimited track for car racing gamehttp://answers.unity.com/questions/558972/how-to-make-unlimited-track-for-car-racing-game.html
I want to make a unlimited car racing game can any one please help me that how can i made a unlimited track so user while playing do not feel the repetition and enjoy the unlimited car race the track have turn etc any one can please guide me to a tutorial or anything that help me to start with all other things like car driving is ready now all i need is unlimited track idea how do i make it i will appreciate and kind of help and please help me everything is ready i want to complete the game .. :)terraintrackcar raceunlimitedSat, 19 Oct 2013 14:51:16 GMTaleexaibProblem in adding new car models in my unity car racing gamehttp://answers.unity.com/questions/545483/problem-in-adding-new-car-models-in-my-unity-car-r.html
Hello every one please help me this is very major problem right now for me ... as i am developing a car racing game in unity the game is perfect every thing is awesome the A.I car .. But when i am trying to insert new car models (these models have no issues they are perfect) the car is not stable i mean on turn car lift its right side or left side and not stable seems something wrong with its center of mass i set it also via script i take the new model of car and put all required colliders on the car and wheels .. but car seems not stable ... some time car speeds goes slow it look's like due to some friction i adjust the position of wheels collider and the problem has been solved but on turns the car lift it left side up or right side up .... why my new cars lost balance i am unity unity car tutorial script and some car models from asset stores please help me by telling what is is the right way to import new car in your game so they also remain stable like dummy car model some of cars are all right now by my effort but do not know the exact problem i want some one to help me so i can easily import new cars into my game
I want someone to tell me how to take a new model of car and make it work perfect like dummy car by importing it to unity and putting colliders on it and rest of the thing or do any one can guide me to a tutorial ... ?? i am not asking for making a new car i am just asking for inserting new car;s in my game that remain stable .. :)importingmodelingcarsunitysteercar raceSun, 29 Sep 2013 18:12:49 GMTaleexaibabout the car tutorial sound problemhttp://answers.unity.com/questions/464795/about-the-car-tutorial-sound-problem.html
The Sound Controller component has several slots for audio says the tutorial pdf but i find two slots . The engine slot and a skid slo . In the tutorial pdf , it says that there are d f etc slots names 11 slots (actually)and synched car sounds in the project section. Can you help me finish the project please . Thank you!soundcar racecar tutorialTue, 28 May 2013 19:39:57 GMTSparkelectroSaving name of player in high scores?http://answers.unity.com/questions/406660/saving-name-of-player-in-high-scores.html
Hello, I'm creating a car racing game, I want to save the best time along with the name of the user, I've managed to save the best time but I'm not sure how to do the accepting the name part. Perhaps you would have to use the playerprefs.getstring and setstring along with textfield. Below is the code that saves the best time,
var pastTime : float;
var myWC : WheelCollider;
private var isFinished : boolean = false;
var guiTime : GUIText;
static var isPlaying : boolean = true;
var highScore : GUIText;
var raceEndinfo: GUIText;
var raceEndinfo1: GUIText;
var customSkin : GUISkin;
// function to check if the race is finished and calculate time taken in completing the race
function Update () {
var hit : WheelHit;
if(myWC.GetGroundHit(hit)) {
if(hit.collider.gameObject.tag == "finish") {
isFinished = true;
}
if(!isFinished) {
pastTime += Time.deltaTime;
}
guiTime.text = pastTime.ToString();
}
}
//Displayys besttime during the race
function Awake() {
highScore.text = "Best Time " + PlayerPrefs.GetFloat("BestTime");
}
//Function to check if the time taken to complete the race is the best time
function OnGUI() {
GUI.skin = customSkin;
if(isFinished) {
var bestTime : float = 9999.99;
if (PlayerPrefs.HasKey("BestTime")) {
bestTime = PlayerPrefs.GetFloat("BestTime");
}
if (pastTime <= bestTime) {
PlayerPrefs.SetFloat("BestTime", pastTime);
raceEndinfo.text="Congratulations! You completed the race in " + pastTime +" seconds, which is a new record!" ;}
else
raceEndinfo1.text="Congratulations! You completed the race in " + pastTime +" seconds" ;
if(GUI.Button(Rect(550,150,300,50),"TO MENU")){
Application.LoadLevel(0);
}
if(GUI.Button(Rect(550,180,300,50),"PLAY AGAIN")) {
Application.LoadLevel(2); }
if(GUI.Button(Rect(550,210,300,50),"EXIT TO WINDOWS")) {
EditorApplication.isPlaying = false;
}
}
}
If somebody could help me in adding the save name part to this it would be very helpful.
Thank you!playerprefscar-tutorialcar raceplayernameTue, 26 Feb 2013 04:37:24 GMTfalconercar game questionshttp://answers.unity.com/questions/406421/car-game-questions.html
hello
i am making a racing game after following alot of tutorials and it's nearly finnished but a still missing a few things
1- i downloaded the prefab in this url
http://forum.unity3d.com/threads/638...eedometer-dial
but i didn't know how to install it can any one explain to me how to move it and how to connect it with the car
2- how to put a car position in the game
3- how to put lab counter
thank you ^-^car-tutorialspeedometercar raceMon, 25 Feb 2013 20:39:20 GMTmohd9011Animation in GUI Buttons?http://answers.unity.com/questions/399812/animation-in-gui-buttons.html
Hello, I'm working on a car racing game, and trying to complete the "menu" thing. There are around 5 cars from which one is to be selected to race, I was wondering if it is possible to include animations in the gui buttons? If yes would love to know how? If not suggest me with any better ways like for example a sliding menu, perhaps!menucar gamemain menucar-tutorialcar raceFri, 15 Feb 2013 13:16:24 GMTfalconerHow to set player name on object in multiplayer?http://answers.unity.com/questions/399739/how-to-set-player-name-on-object-in-multiplayer.html
Hello Everyone,
I am creating one car multiplayer game using Unity network class. I need to set player name as textmesh. Can you help me how to set name? and any idea?
Please reply me...multiplayertextmeshcar raceFri, 15 Feb 2013 09:32:36 GMTLav-patelStopping the car after finish linehttp://answers.unity.com/questions/397448/stopping-the-car-after-finish-line.html
hello, I'm building a car game, i'm using c# language, it would be of great help if somebody could let me know hpw to stop the car once it reaches the finish line.
The logic that i'm thinking of is, to track the input from keyboard until it reaches the finish line, and to stop taking the input from keyboard as soon as it touches the finish line.
I'm using unity car demo as a reference.stopcar raceMon, 11 Feb 2013 18:03:27 GMTfalconerStopping the car aftert he finish line?http://answers.unity.com/questions/396642/stopping-the-car-aftert-he-finish-line.html
Hello, I'm using the car demo as a reference to create a racing game of my own. I figured out how to stop the car after the finish line by using the below javascript code
var carIsFinished : boolean = false;
function Start()
{
carIsFinished = false;
}
function Update()
{ var hit : WheelHit;
if(myWC.GetGroundHit(hit)) { if(hit.collider.gameObject.tag == "finish") { carIsFinished = true; }}
if(carIsFinished == false)
{
GetInput();
}
}
COuld someone convert this into c# code?car gamecar raceSun, 10 Feb 2013 04:32:06 GMTfalconerUnity Car Tutorialhttp://answers.unity.com/questions/354912/unity-car-tutorial-1.html
I am using a car (with raycast tyre physics for racing game) from unity car tutorial. It work great but responding too realistic when collide to other objects at high speed.
I searched a lot but not getting anything in google how to tweak the car to make it more stable while colliding with others. Any suggestion will be of great helpphysicscar raceTue, 27 Nov 2012 13:20:07 GMTnakab